
Do you like parkour? Dashing retro times? AnyWay! Try yourself on an unsuccessful journey in the role of Joy, feel the burden of parkour! A small, but exciting adventure Joy will not make you relax, not for you, not for your friends!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, French, Italian, German, Polish, Ukrainian, Swedish, Simplified Chinese, Bulgarian, Danish, Finnish +1 more
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Я даже рецензию в своём стиле писать не буду. Очень серая темка под видом shovelware игры с ачивками. 5/100. Зато ачивок дали
didn't like this game at all
Son derece iyi
4998 succès à débloquer... en ne faisant rien. Bon, heureusement qu'il ne faut pas les débloquer suivant le jeu car j'en ai connu des jeux mal codé et qui rend la chasse aux succès ultra difficile et très désagréable. Après il faut s'attendre à avoir beaucoup trop de temps libre aussi (vu le temps de jeu indiqué au-dessus de mon avis, je pense que j'en ai peut-être un peu trop). Je ferais peut-être le jeu un de ses quatre. Peut-être (je dis bien peut-être) que je suis passé à côté de quelque chose. Tout ce que je peux dire, c'est que pour les chasseurs de succès c'est parfait !
!Anyway! is a compact yet demanding indie platformer that wears its retro inspiration openly while committing fully to precision-based design. Developed and published by EYEFRONT, the game sets out to deliver a focused challenge built around movement mastery rather than narrative ambition or mechanical excess. From the moment you take control, it becomes clear that this is a title designed for players who enjoy learning a system through repetition, failure, and gradual improvement. Its minimalist presentation and stripped-down structure place the emphasis squarely on how the game feels to play, making execution and timing the true stars of the experience. At the center of !Anyway! is Joy, a small character navigating a series of side-scrolling stages that prioritize precise jumps, careful momentum control, and situational awareness. The movement mechanics initially appear simple, but they quickly reveal subtle nuances that demand attention. Jumps require deliberate timing, and the physics have a particular weight that must be learned rather than assumed. Many sections are built around tight sequences where hesitation or overconfidence can send you back to a checkpoint, encouraging players to internalize the rhythm of movement. This trial-and-error structure is intentional, echoing old-school platformers where progress was earned through persistence and muscle memory. Level design in !Anyway! is concise but purposeful. The main game consists of a small number of core stages, each constructed to test a specific aspect of movement or spatial judgment. Rather than overwhelming the player with variety, the game refines its challenge by asking you to engage deeply with familiar mechanics in increasingly demanding contexts. This approach can make the experience feel brief, but it also gives each level a sense of identity and focus. The game’s challenge-based philosophy is further emphasized through optional downloadable content that adds extra stages and cosmetic elements, extending playtime for those who want more of the same tightly tuned platforming. One of the more divisive aspects of !Anyway! is how little it explains its mechanics outright. Certain behaviors—such as subtle differences in jump height or movement responses—are left for the player to discover organically. For some, this creates a satisfying sense of experimentation and mastery, rewarding careful observation and persistence. For others, especially those accustomed to clearer tutorials or visual feedback, it can feel opaque and occasionally frustrating. Input method also plays a role here, as the game’s reliance on precision makes controller play feel more natural to some players than keyboard input. Visually, the game embraces simplicity. Its pixel art style is clean and functional, prioritizing readability over flourish. Platforms, hazards, and background elements are clearly distinguished, which is essential given the precision required to succeed. The color palette is pleasant but restrained, reinforcing the game’s minimalist tone rather than distracting from the action. Audio design follows a similar philosophy, with understated sound effects and music that support gameplay without drawing too much attention to themselves. The presentation as a whole feels cohesive, even if it doesn’t strive to be memorable in a purely aesthetic sense. The difficulty curve in !Anyway! is unapologetically old-fashioned. Progress often comes slowly, and repeated failure is an expected part of the experience. While checkpoints help reduce frustration, the game does not shy away from punishing mistakes, especially in later sections. This design choice will strongly appeal to players who enjoy overcoming demanding challenges, but it may alienate those seeking a more relaxed or forgiving platformer. The satisfaction comes not from spectacle or story progression, but from the quiet triumph of finally clearing a section that once felt impossible. Overall, !Anyway! is a focused passion project that knows exactly what kind of game it wants to be. It doesn’t aim to reinvent the platformer genre or broaden its appeal with elaborate systems or narrative hooks. Instead, it delivers a tight, skill-driven experience rooted in repetition, precision, and perseverance. For players who appreciate minimalist design and old-school difficulty, it offers a rewarding challenge that respects their patience and determination. For others, its brevity and demanding mechanics may feel limiting, but within its chosen scope, !Anyway! succeeds by staying true to its design philosophy and delivering a concentrated dose of deliberate, demanding platforming. Rating: 6/10
100%
ggggg
This is just an achievement farmer,the "game" itself is really really bad,almost unplayable. The most basic controls don't work,the standard settings are terrible (for example:W for jump),some characters don't work and like 70% of the time you can't even get past the loading screen.At last,the achievement farming itself is laggy as f*ck
Só serve pra ganhar conquistas
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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